// // Copyright 2016 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // ColorMaskTest.cpp: Test GLES functionality related to color masks, particularly an AMD D3D9 // driver bug. #include "test_utils/ANGLETest.h" namespace angle { class ColorMaskTest : public ANGLETest { protected: ColorMaskTest() : mProgram(0) { setWindowWidth(128); setWindowHeight(128); setConfigRedBits(8); setConfigGreenBits(8); setConfigBlueBits(8); setConfigAlphaBits(8); setConfigDepthBits(24); } void SetUp() override { ANGLETest::SetUp(); const std::string vsSource = "precision highp float;\n" "attribute vec4 position;\n" "\n" "void main()\n" "{\n" " gl_Position = position;\n" "}\n"; const std::string fsSource = "precision highp float;\n" "uniform vec4 color;\n" "\n" "void main()\n" "{\n" " gl_FragColor = color;\n" "}\n"; mProgram = CompileProgram(vsSource, fsSource); ASSERT_NE(0u, mProgram) << "shader compilation failed."; mColorUniform = glGetUniformLocation(mProgram, "color"); } void TearDown() override { glDeleteProgram(mProgram); ANGLETest::TearDown(); } GLuint mProgram = 0; GLint mColorUniform = -1; }; // Some ATI cards have a bug where a draw with a zero color write mask can cause later draws to have // incorrect results. Test to make sure this bug is not exposed. TEST_P(ColorMaskTest, AMDZeroColorMaskBug) { int x = getWindowWidth() / 2; int y = getWindowHeight() / 2; // Clear to blue glClearColor(0.0f, 0.0f, 1.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); EXPECT_PIXEL_EQ(x, y, 0, 0, 255, 255); // Draw a quad with all colors masked and blending disabled, should remain blue glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); glDisable(GL_BLEND); glUseProgram(mProgram); glUniform4f(mColorUniform, 1.0f, 0.0f, 0.0f, 0.0f); EXPECT_GL_NO_ERROR(); drawQuad(mProgram, "position", 0.5f); EXPECT_PIXEL_EQ(x, y, 0, 0, 255, 255); // Re-enable the color mask, should be red (with blend disabled, the red should overwrite // everything) glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glUseProgram(mProgram); glUniform4f(mColorUniform, 1.0f, 0.0f, 0.0f, 0.0f); EXPECT_GL_NO_ERROR(); drawQuad(mProgram, "position", 0.5f); EXPECT_PIXEL_EQ(x, y, 255, 0, 0, 0); } // Use this to select which configurations (e.g. which renderer, which GLES major version) these // tests should be run against. D3D11 Feature Level 9_3 uses different D3D formats for vertex // attribs compared to Feature Levels 10_0+, so we should test them separately. ANGLE_INSTANTIATE_TEST(ColorMaskTest, ES2_D3D9(), ES2_D3D11(), ES2_D3D11_FL9_3(), ES2_OPENGL(), ES3_OPENGL(), ES2_OPENGLES(), ES3_OPENGLES()); } // namespace angle